<?xml version='1.0'?>

<gl_extension name="GL_ARB_ES2_compatibility" reg_no="95">
	<tokens>
		<token name="GL_FIXED" value="0x140C"/>
		<token name="GL_IMPLEMENTATION_COLOR_READ_TYPE" value="0x8B9A"/>
		<token name="GL_IMPLEMENTATION_COLOR_READ_FORMAT" value="0x8B9B"/>
		<token name="GL_LOW_FLOAT" value="0x8DF0"/>
		<token name="GL_MEDIUM_FLOAT" value="0x8DF1"/>
		<token name="GL_HIGH_FLOAT" value="0x8DF2"/>
		<token name="GL_LOW_INT" value="0x8DF3"/>
		<token name="GL_MEDIUM_INT" value="0x8DF4"/>
		<token name="GL_HIGH_INT" value="0x8DF5"/>
		<token name="GL_SHADER_COMPILER" value="0x8DFA"/>
		<token name="GL_NUM_SHADER_BINARY_FORMATS" value="0x8DF9"/>
		<token name="GL_MAX_VERTEX_UNIFORM_VECTORS" value="0x8DFB"/>
		<token name="GL_MAX_VARYING_VECTORS" value="0x8DFC"/>
		<token name="GL_MAX_FRAGMENT_UNIFORM_VECTORS" value="0x8DFD"/>
		<token name="GL_RGB565" value="0x8D62"/>
	</tokens>

	<functions>
		<function name="glReleaseShaderCompiler" return="void"/>
		<function name="glShaderBinary" return="void">
			<params>
				<param type="GLsizei" name="count"/>
				<param type="const GLuint*" name="shaders"/>
				<param type="GLenum" name="binaryformat"/>
				<param type="const GLvoid*" name="binary"/>
				<param type="GLsizei" name="length"/>
			</params>
		</function>
		<function name="glGetShaderPrecisionFormat" return="void">
			<params>
				<param type="GLenum" name="shadertype"/>
				<param type="GLenum" name="precisiontype"/>
				<param type="GLint*" name="range"/>
				<param type="GLint*" name="precision"/>
			</params>
		</function>
		<function name="glDepthRangef" return="void">
			<params>
				<param type="GLfloat" name="n"/>
				<param type="GLfloat" name="f"/>
			</params>
		</function>
		<function name="glClearDepthf" return="void">
			<params>
				<param type="GLfloat" name="d"/>
			</params>
		</function>
	</functions>
</gl_extension>
